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About

A personal knowledge base of game mechanics, written by Sascha Becker while designing my own games in Godot.

Why this exists

I dissect games as I play them — Warframe's blueprint economy, Sparklite's grid inventory, Slay the Spire's risk-vs-reward fractals, the daily-login dopamine of every live-service. Patterns repeat across genres, and recognizing them is half the work of designing my own. This site is where I write them down so I can find them again.

How it's organized

  • Games — one folder per game, with sub-pages per mechanic system. Snapshot at the top, macro loop, design tensions (with dev quotes when available), and "lessons for my own games."
  • Concepts — pattern-first pages: a one-line lemma, a cross-game contrast table, when to use, pitfalls.
  • Patterns — auto-generated index linking every pattern to every game that exemplifies it. The graph view of the knowledge base.

What it's not

  • Not a wiki of every game.
  • Not a review site — focus is mechanics and design intent, not whether a game is good.
  • Not exhaustive. Games appear when I have something specific to say.

Contributing

Public for now as a portfolio piece and reference. PRs welcome if you spot factual errors. Opinions are mine and meant to be argued with.

Released under the MIT License.